APHE:
Armor Piercing High Explosive, a round designed to penetrate armor with a large explosion.

BB:
Base Bleed, a round designed to bleed gas into the base of the round during flight to fill the vacuum normally at the rear of the round that normally produces a drag on the round. This increases range.

Chaff:
A round that dispenses strips of metal that disrupt radar. All radar use is three levels harder against targets in the burst area for 2 minutes after the round bursts.

CHEM:
CHEMical, including poison gas, irritant gas, and smoke.

CLGP:
Cannon Launched Guided Projectile, a smart round guided by laser. The target must be illuminated by a laser rangefinder or designator it's entire flight. Normally, when attacking armor, these projectiles hit the top armor; treat as a Tank Breaker for hit determination.

ER: Extended Range, a round aerodynamically designed to cut through the air better during flight to produce more range.

ERFB: Extended Range Full Bore, as the ER round above, and in addition for round has a gas expansion ring to seal the bore upon detonation of the propelling charge, causing the round to be forced out of the gun at a higher speed.

ERSC:
Extended Range Shell Casing, the same principle as the ER round.

FASCAM:
FAmily of SCAtterable Mines, a round that distributes mines in the burst area. There are two types: ADAM (Area DeniAL Munition) that drops 9 antipersonnel mines, and RAAM (Remote Anti-Armor Mine), that distributes 6 antitank mines. These mines to not arm until they touch the ground.

HE:
High Explosive, a round packed with explosive filler to produce a large explosion.

HEAT:
High Explosive Anti Tank, a round with a shaped charge to burn through armor with a jet of hot plasma.

ICM:
Improved Conventional Munition, a hollow round filled with grenades to saturate the burst area with fragmentation explosives. ICM is effective only against exposed personnel and soft-skinned vehicles.

ICM-DP:
Improved Conventional Munition-Dual Purpose, a round filled as ICM, but with grenades that can penetrate armor as well as kill personnel and soft-skinned vehicles.

ILLUM:
ILLUMination, a round where the burst radius is lit up by a brilliant parachute flare or star shell. The area is lit as if by daylight, and the secondary burst area is lit as if by twilight.

Jammer:
A round that deposits a device to jam radio transmission in the burst area. All those trying to transmit on enemy radio frequencies in the area of the jamming must roll Formidable: Electronics or Impossible: Intelligence to successfully get a transmission through. Frequency hopping radios may roll at one difficulty level easier. This device burns out in one hour.

Ogre ICM-DP:
This version of ICM has a penetration of 18 and a larger burst area. The round contains two submunitions, and attacks the two closest vehicles to its burst point within its burst radius. If no vehicles are within that radius, the rounds explode like normal ICM.

RAP:
Rocket Assisted Projectile, a conventional with a rocket package to extend range.

SADARM:
Sense And Destroy ARMor, a round containing smart submunitions to attack armor from above. A SADARM round contains 2 submunitions. Each submunition attacks random targets within the burst radius with an attack roll of 12. The submunitions have a penetration of 25. Rounds that miss hit the ground as per the scatter diagram and explode like an ICM round.